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For much of the last century the names 'Adams Bruce' and 'Ernest Adams' were familiar indeed to lovers of rich cakes and sponges. These firms shared a common origin, had bakeries in all the main centres and sponge kitchens in the smaller centres. Their bright red and white delivery vans were nearly always to be seen busily delivering cakes - often still warm from the ovens - to local shops. This is a lively tale dealing with the origins, fortunes and misfortunes of the firm, written by Hugh Adams, son of Ernest Adams, who was right in the middle of the action for many years. He dedicates the book to the memories of his father, the company's many loyal employees and the firm's many satisfied customers. The book is well laced with photographs, some going back almost a hundred years, and includes numerous anecdotes.
This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you’ll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single ...
To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the spe...
How often have you heard "anyone can design a game?" While it seems like an easy job, game ideas are cheap and plentiful. Advancing those ideas into games that people want to play is one of the hardest, and most under-appreciated, tasks in the game development cycle. Andrew Rollings and Ernest Adams on Game Design introduces both students and experienced developers to the craft of designing computer and video games for the retail market. The first half of the book is a detailed analysis of the key game design elements: examining game concepts and worlds, storytelling, character and user interface design, core mechanics and balance. The second half discusses each of the major game genres (action, adventure, role-playing, strategy, puzzle, and so on) and identifies the design patterns and unique creative challenges that characterize them. Filled with examples and worksheets, this book takes an accessible, practical approach to creating fun, innovative, and highly playable games.
Of the four chapters in this book, the first two discuss (albeit in consider ably modified form) matters previously discussed in my papers 'On the Logic of Conditionals' [1] and 'Probability and the Logic of Conditionals' [2], while the last two present essentially new material. Chapter I is relatively informal and roughly parallels the first of the above papers in discussing the basic ideas of a probabilistic approach to the logic of the indicative conditional, according to which these constructions do not have truth values, but they do have probabilities (equal to conditional probabilities), and the appropriate criterion of soundness for inferences involving them is that it should not be p...
Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area, brings an intense opinion piece full of personality and flare like no other person in this industry can. He explains the foundational and fundamental concepts needed to get the most out of game development today. An exceptional precursor to the two books soon to be published by New Riders with author Andrew Rollings, this book teaches key lessons; including, what you can learn from the history of game play and historical games, necessity of challenge in game play, applying dimensions of conflict, understanding low and high interactivity designs, watching for the inclusion of creativity, and understanding the importance of storytelling. In addition, Chris brings you the wish list of games he'd like to build and tells you how to do it. Game developers and designers will kill for this information!
A study of the various ways in which field archaeologists set about making and using classifications to meet a variety of practical needs. The authors discuss how humans form concepts. They then describe and analyse in detail a specific example of an archaeological classification, and go on to consider the theoretical generalizations that can be derived from the study of actual in-use classifications.
This book is meant to be a primer, that is an introduction, to probability logic, a subject that appears to be in its infancy. Probability logic is a subject envisioned by Hans Reichenbach and largely created by Adams. It treats conditionals as bearers of conditional probabilities and discusses an appropriate sense of validity for arguments such conditionals, as well as ordinary statements as premises. This is a clear well written text on the subject of probability logic, suitable for advanced undergraduates or graduates, but also of interest to professional philosophers. There are well thought out exercises, and a number of advanced topics treated in appendices, while some are brought up in exercises and some are alluded to only in footnotes. By this means it is hoped that the reader will at least be made aware of most of the important ramifications of the subject and its tie-ins with current research, and will have some indications concerning recent and relevant literature.
In Advanced Game Design , pioneering game designer and instructor Michael Sellers situates game design practices in a strong theoretical framework of systems thinking, enabling designers to think more deeply and clearly about their work, so they can produce better, more engaging games for any device or platform. Sellers offers a deep unifying framework in which practical game design best practices and proven systems thinking theory reinforce each other, helping game designers understand what they are trying to accomplish and the best ways to achieve it. Drawing on 20+ years of experience designing games, launching game studios, and teaching game design, Sellers explains: What games are, and ...
Henry Adams sought, late in life, to thwart prospective biographers by writing his own biography. Published soon after his death in 1918, The Education of Henry Adams was rightly greeted as a masterpiece. Not until thirty years later, with the appearance of the first volume of Ernest Samuelsâe(tm)s biography, did it become apparent how much the story had been colored by Adamsâe(tm)s singular philosophy of history and how great was the disparity between the protagonist of the Education and Adams as he actually was. Upon its completion in 1964, Samuelsâe(tm)s life of Henry Adams was hailed as âeoeone of the great biographical achievements of our timeâe ; its laurels included a Pulitzer Pr...